Files
dorayme/source/worldbuilder/octreeoptimisation.cpp
Godzil 424d58c59b Octree Optimiser seems to work.
Well.. There are a couple of weird things happening, need to investigate, but it's not that easy when scene start to be complicated :/
2020-03-12 00:14:00 +00:00

148 lines
5.1 KiB
C++

/*
* DoRayMe - a quick and dirty Raytracer
* Octree world optimiser implementation
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <worldoptimiser.h>
#include <cube.h>
#include <transformation.h>
void OctreeOptimisation::makeTree(Group *leaf, int depth)
{
/* Let's take the bounding box of the root */
BoundingBox rootBB = leaf->getBounds();
/* Take the mid value for each axes */
double midX = (rootBB.max.x - rootBB.min.x) / 2.0 + rootBB.min.x;
double midY = (rootBB.max.y - rootBB.min.y) / 2.0 + rootBB.min.y;
double midZ = (rootBB.max.z - rootBB.min.z) / 2.0 + rootBB.min.z;
BoundingBox QuadrantBB[8];
int quadrantIdx;
Group *Quadrants[8];
int i;
if (leaf->getObjectCount() > 2)
{
/* Split the main bounding box into 8 boxes */
QuadrantBB[0] | Point(rootBB.min.x, rootBB.min.y, rootBB.min.z);
QuadrantBB[0] | Point(midX, midY, midZ);
QuadrantBB[1] | Point(midX, rootBB.min.y, rootBB.min.z);
QuadrantBB[1] | Point(rootBB.max.x, midY, midZ);
QuadrantBB[2] | Point(rootBB.min.x, midY, rootBB.min.z);
QuadrantBB[2] | Point(midX, rootBB.max.y, midZ);
QuadrantBB[3] | Point(midX, midY, rootBB.min.z);
QuadrantBB[3] | Point(rootBB.max.x, rootBB.max.y, midZ);
QuadrantBB[4] | Point(rootBB.min.x, midY, midZ);
QuadrantBB[4] | Point(midX, rootBB.max.y, rootBB.max.z);
QuadrantBB[5] | Point(midX, midY, midZ);
QuadrantBB[5] | Point(rootBB.max.x, rootBB.max.y, rootBB.max.z);
QuadrantBB[6] | Point(rootBB.min.x, rootBB.min.y, midZ);
QuadrantBB[6] | Point(midX, midY, rootBB.max.z);
QuadrantBB[7] | Point(midX, rootBB.min.y, midZ);
QuadrantBB[7] | Point(rootBB.max.x, midY, rootBB.max.z);
for (quadrantIdx = 0 ; quadrantIdx < 8 ; quadrantIdx++)
{
Quadrants[quadrantIdx] = nullptr;
}
for (i = 0 ; i < leaf->getObjectCount(); i++)
{
Shape *shp = leaf->getObject(i);
if ((shp->getType() != Shape::GROUP) && (shp->getType() != Shape::OBJFILE))
{
BoundingBox objBB = shp->getBounds();
for (quadrantIdx = 0 ; quadrantIdx < 8 ; quadrantIdx++)
{
if (QuadrantBB[quadrantIdx].fitsIn(objBB))
{
if (Quadrants[quadrantIdx] == nullptr)
{
char name[32];
snprintf(name, 32, "%d_Quadrant %d", depth, quadrantIdx);
//for(int j=0; j < depth; j++) { printf(" "); }
//printf("%s\n", name);
Quadrants[quadrantIdx] = new Group(name);
Quadrants[quadrantIdx]->setBounds(QuadrantBB[quadrantIdx]);
}
Quadrants[quadrantIdx]->addObject(shp);
leaf->removeObject(shp);
i -= 1;
break;
}
}
}
else
{
leaf->removeObject(shp);
/* No cleanup for now, it's bad, I know */
//delete shp;
i -= 1;
}
}
//if (depth < 1)
{
/* Now add the quadrant to the root and recurse in it */
for (quadrantIdx = 0 ; quadrantIdx < 8 ; quadrantIdx++)
{
if (Quadrants[quadrantIdx] != nullptr)
{
this->makeTree(Quadrants[quadrantIdx], depth + 1);
Quadrants[quadrantIdx]->updateBoundingBox();
leaf->addObject(Quadrants[quadrantIdx]);
#if 0
Cube *cb = new Cube();
double sx = QuadrantBB[quadrantIdx].max.x - QuadrantBB[quadrantIdx].min.x;
double sy = QuadrantBB[quadrantIdx].max.y - QuadrantBB[quadrantIdx].min.y;
double sz = QuadrantBB[quadrantIdx].max.z - QuadrantBB[quadrantIdx].min.z;
cb->setTransform(translation(QuadrantBB[quadrantIdx].min.x, QuadrantBB[quadrantIdx].min.y,
QuadrantBB[quadrantIdx].min.z) * scaling(sx, sy, sz));
cb->material.colour = Colour(0.01, 0.01, 0);
cb->materialSet = true;
cb->dropShadow = false;
cb->material.ambient = 0.1;
cb->material.reflective = 0;
cb->material.transparency = 0.95;
cb->material.refractiveIndex = 1;
cb->material.specular = 0;
leaf->addObject(cb);
printf("%s: %d objs\n", Quadrants[quadrantIdx]->getName(),
Quadrants[quadrantIdx]->getObjectCount());
#endif
}
}
}
}
}
void OctreeOptimisation::run()
{
/* First let's clear our hands */
this->moveInfiniteObjects();
/* Then let's have some fun! */
this->moveAllObjects();
/* Now.. The fun start ! */
makeTree(this->root, 0);
}